Zanac is a shoot'em up made by {{Compile}}. It has produced 3 main games:

* ''Zanac'' - 1986. MSX. Two versions, both with simple graphics, differing mostly in levels.* ''Zanac'' - 1986. NES/Famicom Disk System, [=MSX2=] (as ''Zanac EX'').* ''Zanac X Zanac'' - 2001, Playstation 1. Contains a classic version and its variations and the main game, ''Zanac Neo''. ''Zanac X Zanac'' was one of the last two games Compile published before going bankrupt.

''Zanac'' is also one of the first shoot'em ups to feature dynamic AI. ''Zanac'' series gameplay focuses on defeating normal enemies rather than bosses.

----!!Zanac contains examples of

* AIIsACrapshoot: The System was designed for killing those who opened the Icon improperly. It was supposed to stop when the Icon was opened properly, but didn't.* AsteroidThicket: "Arer" 5 in the original.* AwesomeButImpractical: Weapon 2 provides you with a frontal shield that lasts for 50 hits, and can be made stronger and wider by collecting more 2's. But most of the time, it's highly advised that you never, EVER pick it up, as it will make the DynamicDifficulty [[BerserkButton explode with anger]].* BerserkButton: The System [[{{Understatement}} will not take kindly]] to you picking up Weapon 2 in the original game.* BigBad: The "System" in the original. The "Original system" in the ''Zanac Neo''.* BlindIdiotTranslation: The manual of the original game tells the rather weird story of a system going berserk because "someone opened the icon improperly". Also, areas in the NES port are called "ARER"s and Compile "desinded" the game. Fixed in ''Zanac X Zanac''.* BoringButPractical: Weapon 0. You start out with it, and it isn't fancy nor does it have high DPS, but most importantly it can shoot in any of the eight basic directions, making it ideal for hitting enemies to the side of or behind you.* CallAHitPointASmeerp: The "System" refers not only to the BigBad but also the game's DynamicDifficulty mechanic.* ChainReactionDestruction: Capital ships and final boss in the NES version.* ChestMonster: The boxes that give you power-ups for your normal shot come in three varieties: the kind that actually give you a power-up, the kind that don't give you anything, and the kind that ''shoot at you'' when you break them open. All of them look identical (though at least if you shoot the box a couple of times it'll start flashing and you can see whether it contains a power-up or not.)* CollisionDamage: It's a shmup series so it's pretty much given.* CoresAndTurretsBoss: Every boss in the original except a few capital ships.* CoversAlwaysLie: Subverted - the default player ship is different from the one in the cover, but holding A and B when starting the game changes the sprite of your ship to one that matches it.* DeflectorShields: Weapon 2 on the original game.* DynamicDifficulty: One of the first in shoot'em ups. The NES/MSX games also has sprite limits to keep the difficulty level from getting too high. (and to keep away flickering/slowdown).* EasterEgg* {{Expy}}: Some enemies from ''Zanac'' actually originate from ''E.I. Exa Innnova''.* FlashOfPain: Present in ''Zanac Neo''.* FlunkyBoss: Most bosses have normal enemies fighting alongside it.* GettingCrapPastTheRadar: Weapon 4 in the original is a vibrating projectile weapon. Hence, it's called the Vibrator.* IdiotBall: Someone who opened the "Icon" improperly.* LastDitchMove: Capital ships in the original which spawn projectiles when destroyed.* LongSongShortScene: One of the songs doesn't play in any level. Although it still can be accessed by pressing certain buttons after defeating each fortress in area 10.* MacrossMissileMassacre: The enemies shoot out missiles. There is one enemy that shoots out an endless stream of missiles so tight that they're pretty much head against a tail.* MagikarpPower: Weapon 5 on the original game. Known as the Rewinder, the first four levels fire relatively slow, but strong energy balls that yo-yo back to your ship and can neutralize enemy bullets. Takes finesse to use, but can quickly destroy turrets on enemy fortresses.** Once it's powered up to level 5, it completely changes into a viciously fast narrow laser that pierces enemies and only gets longer and stronger with each level of power, all the way up to level 10. And it ''still'' neutralizes enemy bullets! * MarathonLevel: Levels are either really short or absurdly long endurance runs with multiple bosses.** The final level of ''Neo'' is the grand champion of this.* MercyInvincibility: Inverted. Collecting power chips and special weapons is the way to grand 1 or 4-second invulnerability time.* MinusWorld: Area 0 (Zero)* NintendoHard* OneManArmy: It's a shmup, so what else do you expect. [[Main/HandWave Handwaved]] by describing the "System" as being able to cope with large-scale attacks but not small-scale ones.* {{Precursors}}: Organic Intelligence Body.* RecurringBoss: In the NES version, 3 of the capital ships and many of the fortresses.* SentryGun: Basically any surface-mounted turret.* SequentialBoss: The final boss in the original and several bosses in ''Zanac Neo''.* ShootTheBullet: Pretty much every projectile is destroyable in some way. Certain "indestructible" enemy bullets can only be destroyed by some Subweapons. * ShowsDamage: In the original, capital ships and boxes belong to category 1 while the final phase of the final boss belongs to category 3.** In ''Zanac Neo'', most of the enemies with multiple hitpoints blink red when low on health.* SmartBomb: Enemy Erasers and weapon 6 in the original which clear all the non-boss air targets. Fairies are even stronger since after they're used as such, they blow up the fortress as soon as you reach one.* SpaceIsNoisy* SpySatellites: Sarts in the original which fly around.* StalkedByTheBell: Each boss (save for the FinalBoss) is on a timer. Fail to defeat the boss in time, and you continue the stage (or advance to the next in the case of an endboss)...and the DynamicDifficulty goes up.* SuperPrototype: Your Zanac fighter.* WarmUpBoss: The first boss in MSX and NES versions of ''Zanac'' is a simple ground turret.* WarpZone: Smiling Icons in the original game spawn Enemy Erasers which then turn into these. A few of them take you backwards though.* WombLevel: Area 8 in the original NES version.